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Adventure #183

Theme

Goal

Story Hook

Plot

Climax

General Setting

Specific Setting
I
Specific Setting
II

Master Villain

Minor Villain I

Minor Villain II

Ally/Neutral

Monster
Encounter

Character
Encounter

Action/Adventure
This is the most common and straightforward sort of adventure there is. In the Action/Adventure scenario, you
present your characters with a task and then confront them with obstacles to overcome in order to accomplish the
task successfully.
Thwart Monstrous Plan
This is a classic fantasy-adventure plot: The characters learn of some horrible plan made by a monstrous enemy, and
must thwart it before the kingdom is lost or the world is destroyed. This is an epic goal, and usually requires that the
characters go to all sorts of places, rounding up allies and artifacts, before being strong enough to face their enemy.
Old Friend
Another classic story hook is the Old Friend, the childhood friend of our hero, who shows up in one of several ways
to drag the hero into the story.
Accumulation of Elements
In this sort of plot, the heroes have to go from place to place -- perhaps covering very little area like a city, perhaps
roaming the known world -- and accumulate elements to be used against the Master Villain. These elements may be
clues, pieces of an artifact, evidence, or allies.
Divine Retribution
Here, the heroes' goal has been to alert the gods that the Master Villain threatens them or their plans; in the last
scenes of the adventure, as our heroes face an overwhelming enemy force, the gods bring down their divine
retribution on the villain, causing a massive earthquake, tidal wave, lightning storm, or flood of monsters. This is all
well and good, but the heroes are too close and must escape the fringe effects of this awesome disaster. A variant on
this is the Natural Disaster. No gods are actually involved, but the Master Villain has been tampering with the
delicate forces of nature. He may, for instance, have been powering his master spell with the energies of a volcano.
When the heroes attack the scene of his spellcasting, the spell goes out of control and so does the volcano. The
villain is consumed in the eruption and the heroes must escape or be consumed themselves.
Torturous Terrain
The adventure takes place in some sort of unsettled, uncivilized, dangerous terrain; in action stories, the desert and
jungle work best; choose one of those two or decide on a setting that is similarly dangerous and exotic.
Laboratory
This can be alchemical lab of a friendly wizard, or the horrible experimental chamber of the villain where new
monsters are created and relased upon the world.
Legendary Forest
This classic adventure site is the sometimes dark and fearsom, sometimes light and cheerful, always magical and
incomprehensible forest inhabited by the oldest elven trives and most terrifying monsters.
Advance Agent
This villain is the vanguard of some sort of invastion; often, he is trying to open up a portal to a dimension full of
trapped demons and evil gods.
Avenger
This character is much like the Master Villain of the same name, but he's not in charge of all this villainy, and he's
definitely an enemy of one of the player-characters. You'll have to decide who he is and why he hates one of the
heroes; he could be anything from a recurring villain to someone who simply lost a fight to the hero once.
Mistress with a Heart of Gold
This character is much like the "Lover or Daughter of Villain" type of Mystery Woman from the Story Hooks
section. In this case, she usually accompanies the Master Villain, but sometimes goes on missions of her own, where
she runs into and develops affection for one of the player-characters.
Talkative Barkeep
This classic encounter is the garrulous innkeeper who has information the characters want; trouble is, they'll have to
bribe him to get it, or agree to stay at his inn, or buy a lavish meal, or listen to his incessant stories about his career
in the army, or whatever.
Assassin Monster
This mosnter, at some time in the adventure, is sent by the Master Villain to attack one or more heroes when they're
at their most vulnerable -- asleep, enjoying themselves, etc. Usually, the Assassin Monster attacks, but the hero,
though injured, is able to hold it off long enough for his friends to respond to his shouts. The Assassin Monster is
usually killed by his friends, who can then speculate on who sent it and why.
Old Friend at the Wrong Time
When the heroes are trying to sneak through a guardpost, citadel, or city where they can't afford to be recognized,
one of the characters' old friends recognizes him and loudly renews their acquaintance in full view of the guards

looking for the characters. This usually leads to an exciting chase as the heroes must escape.
Rock and a Hard Place
This trap starts out as an Animal Pit, Pit and the Pendulum, or Tomb Deathtrap, but an obvious escape suggests
Deathtrap
itself very early on. Trouble is, it leads into even worse danger. The hole out of the animal pit may lead to the lair of
an even worse animal; it may lead through a succession of dangers (collapsing old catacombs, into an underground
river, into a den of zombies) before the heroes reach the light.
Horseback
Chase
This is a relatively short chase -- it only needs to go on for a mile or so before even the best horses are winded. If it
goes on longer than that, the horses may collapse and perhaps die.
Hero Fulfills Prophecy
Omen/Prophesy This is the most useful sort of prophecy. In the early part of the adventure, one of the heroes discovers that he fulfills
some ancient prophecy.
Love
The Master Villain possesses the "weakness" of genuine affection or love -- probably for some NPC, though it could
Secret Weakness be very intriguing if the object of his affections is a player-character. The heroes can then defeat the villain by
holding his loved one hostage, or proving that his loved one will be seriously harmed, betrayed, or killed if the
villain keeps up with his activity.
No Hurting the Villain
Special
For some reason, the heroes cannot afford to fight the villain directly. For instance, what if a demon possesses the
Condition
body of the child of one of the characters, or a very important child spoken of in prophecy, one without whom the
world will perish?
Respect Quandry
This is much like the Ally Quandry, only at a greater distance. The heroes have been utilizing the aid of two (or
Moral Quandry more) powerful NPC allies. Now, in the course of the adventure, the heroes come across a task which can be
accomplished in one of two ways -- say, through military intervention or by esoteric magic. The problem is, the
NPC allies are arguing for different choices, and the one whom the heores choose against will no longer aid them.
False Path to the Artifact
Once again, if the heroes have had too easy a time finding the artifact capable of destroying the villain, give them
Red Herring trouble this way: When they get to the place where the artifact is supposed to be contained, they find the coffer or
chamber or whatever empty, obviously looted by robbers, who have scrawled such remarks as "Kelrog was here!"
upon the walls.
NPC Turns Traitor
Cruel Trick He may alert he enemy when the heroes are planning a raid; he may steal the artifact and take it to the villain; he
may stab a hero or important NPC in the back (literally) before departing.

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